#include "Transform3D.h"

Transform3D::Transform3D():
Transform3D(0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f) {

}

Transform3D::Transform3D(const D3DXVECTOR3& position):
Transform3D(position.x, position.y, position.z, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f) {

}

Transform3D::Transform3D(float x, float y, float z):
Transform3D(x, y, z, 0.f, 0.f, 0.f, 0.f, 0.f, 0.f) {

}

Transform3D::Transform3D(const D3DXVECTOR3& position, const D3DXVECTOR3& rotation):
Transform3D(position.x, position.y, position.z, rotation.x, rotation.y, rotation.z, 0.f, 0.f, 0.f) {

}

Transform3D::Transform3D(float x, float y, float z, float xRotation, float yRotation, float zRotation):
Transform3D(x, y, z, xRotation, yRotation, zRotation, 0.f, 0.f, 0.f) {

}

Transform3D::Transform3D(const D3DXVECTOR3& position, const D3DXVECTOR3& rotation, const D3DXVECTOR3& scale):
Transform3D(position.x, position.y, position.z, rotation.x, rotation.y, rotation.z, scale.x, scale.y, scale.z) {

}

Transform3D::Transform3D(float x, float y, float z, float xRotation, float yRotation, float zRotation, float xScale, float yScale, float zScale) {
	pos.x = x;
	pos.y = y;
	pos.z = z;
	rot.x = xRotation;
	rot.y = yRotation;
	rot.z = zRotation;
	scl.x = xScale;
	scl.y = yScale;
	scl.z = zScale;
}

Transform3D::~Transform3D() {

}
